Method and system for selectively controlling the operation of a power source

ABSTRACT

The invention concerns a method ( 300 ) and system ( 100 ) for selectively controlling the operation of a power source ( 126 ). The method can include the steps of—in a first gaming unit ( 110 )—providing ( 314 ) a gaming environment, monitoring ( 316 ) a user&#39;s performance in the gaming environment and selectively controlling ( 318 ) a power capacity of the power source in response to the user&#39;s performance in the gaming environment. The power capacity can be a perceived power capacity. The selectively controlling step can include increasing ( 320 ) or decreasing ( 320 ) the perceived power capacity of the power source.

BACKGROUND OF THE INVENTION

1. Field of the Invention

This invention relates in general to gaming and more particularly, to games that are played on an electronic device having a portable power source.

2. Description of the Related Art

In recent years, portable electronic devices, such as cellular telephones, personal digital assistants and gaming devices, have become commonplace. Adding to their popularity, cellular telephones now have the ability to receive numerous types of gaming applications, such as through over-the-air downloads. In addition, portable gaming devices can receive many different types of gaming cartridges, which can be used to create a gaming experience on the portable gaming device.

In view of the many different types of multimedia games and the number of devices on which they can be played, there is intense competition between manufacturers of the cellular telephones, the gaming devices and the gaming applications themselves to capture customers. In particular, these entities are constantly looking for ways to induce consumers to purchase additional products, such as accessories associated with a particular mobile unit, or other services.

SUMMARY OF THE INVENTION

The present invention concerns a method for selectively controlling the operation of a power source. The method can include the steps of—in a first gaming unit—providing a gaming environment, monitoring a user's performance in the gaming environment and selectively controlling a power capacity of the power source in response to the user's performance in the gaming environment. As an example, the power capacity can be a perceived power capacity. Additionally, the selectively controlling step can include either increasing or decreasing the perceived power capacity of the power source.

In one arrangement, the power source can include a programmable memory. The method can also include the step of recording in the programmable memory a perceived power capacity that is based on the user's performance in the gaming environment. The perceived power capacity can produce a cutoff threshold. The method can further include the step of disabling the power source when an actual power capacity of the power source reaches the cutoff threshold. The method can also include the step of temporarily disabling the power source in response to a predetermined event in the gaming environment.

In another arrangement, the first gaming unit can be part of a multi-player gaming environment, and the method can further include the step of communicating adjustments in the power capacity of the power source to a second gaming unit. The second gaming unit can also be part of the multi-player gaming environment. The second gaming unit can have a power source. The method can further include the steps of exchanging power capacity credits between the first gaming unit and the second gaming unit and modifying the power capacity of the power source of the first gaming unit and the second gaming unit in response to the exchanging step. The method can also include the step of restricting the selectively controlling step to a time when the first gaming unit is actively operating the gaming environment. Moreover, the gaming unit can be a wireless communication device. The power source can be a rechargeable battery, and the programmable memory can be an electrically erasable programmable read only memory.

The present invention also concerns a method for selectively controlling the operation of an accessory. The method can include the steps of—in a gaming unit—providing a gaming environment, coupling the accessory to the gaming unit, monitoring a user's performance in the gaming environment and selectively controlling the operational characteristics of the accessory in response to the user's performance in the gaming environment. For purposes of the invention, the phrase selectively controlling operational characteristics can include any steps that alter or modify, whether permanently or temporarily, any functional aspect of an accessory. As an example, the operation of a speaker or any other user interface component can be degraded or otherwise negatively affected. Of course, as another example, such operation can be positively enhanced, too.

The present invention also concerns a system for selectively controlling the operation of a power source. The system can include a user interface section that can provide a gaming environment and a power source in which the power source can provide power to the user interface section. The system can also include a processing unit, and the power source can provide power to the processing unit. The processing unit can be programmed to monitor a user's performance in the gaming environment and to selectively control a power capacity of the power source in response to the user's performance in the gaming environment. The system can also include suitable software and/or circuitry to carry out the processes described above.

The present invention also concerns a power source. The power source can include at least one cell in which the cells can provide power to a gaming unit and a memory in which the memory can store a power capacity of the power source. The power capacity can be set by a processor of the gaming unit based on a user's performance in a gaming environment of the gaming unit. The power source can also include a switch coupled to the cells. The switch can selectively control the output of the cells based on the setting of the power capacity in the memory.

BRIEF DESCRIPTION OF THE DRAWINGS

The features of the present invention, which are believed to be novel, are set forth with particularity in the appended claims. The invention, together with further objects and advantages thereof, may best be understood by reference to the following description, taken in conjunction with the accompanying drawings, in the several figures of which like reference numerals identify like elements, and in which:

FIG. 1 illustrates a system for selectively controlling the operation of a power source or some other component in accordance with an embodiment of the inventive arrangements;

FIG. 2 illustrates an example of a block diagram of a gaming unit in accordance with an embodiment of the inventive arrangements;

FIG. 3 illustrates a portion of a method for selectively controlling the operation of a power source or some other component in accordance with an embodiment of the inventive arrangements; and

FIG. 4 illustrates another portion of the method of FIG. 3 for selectively controlling the operation of a power source or some other component in accordance with an embodiment of the inventive arrangements.

DETAILED DESCRIPTION

While the specification concludes with claims defining the features of the invention that are regarded as novel, it is believed that the invention will be better understood from a consideration of the following description in conjunction with the drawing figures, in which like reference numerals are carried forward.

As required, detailed embodiments of the present invention are disclosed herein; however, it is to be understood that the disclosed embodiments are merely exemplary of the invention, which can be embodied in various forms. Therefore, specific structural and functional details disclosed herein are not to be interpreted as limiting, but merely as a basis for the claims and as a representative basis for teaching one skilled in the art to variously employ the present invention in virtually any appropriately detailed structure. Further, the terms and phrases used herein are not intended to be limiting but rather to provide an understandable description of the invention.

The terms a or an, as used herein, are defined as one or more than one. The term plurality, as used herein, is defined as two or more than two. The term another, as used herein, is defined as at least a second or more. The terms including and/or having, as used herein, are defined as comprising (i.e., open language). The term coupled, as used herein, is defined as connected, although not necessarily directly, and not necessarily mechanically. The terms program, software application, and the like as used herein, are defined as a sequence of instructions designed for execution on a computer system. A program, computer program, or software application may include a subroutine, a function, a procedure, an object method, an object implementation, an executable application, an applet, a servlet, a source code, an object code, a shared library/dynamic load library and/or other sequence of instructions designed for execution on a computer system.

This invention presents a method and system for selectively controlling the operation of a power source or some other accessory. The method can include the steps of—in a first gaming unit—providing a gaming environment, monitoring a user's performance in the gaming environment and selectively controlling a power capacity of the power source in response to the user's performance in the gaming environment. Other functional aspects of any other suitable accessory can be selectively controlled. As an example, a user's performance in a video game can negatively or positively affect the operating characteristics of a rechargeable battery or other accessory that is coupled to the gaming unit.

Referring to FIG. 1, a system 100 for selectively controlling a power capacity of a power source is shown. Although not limited to this particular configuration, the system 100 will be useful for describing the operation of the invention. In one arrangement, the system 100 can include a first gaming unit 110 and a second gaming unit 112. The system 100, however, can include any suitable number of gaming units. Both the first gaming unit 110 and the second gaming unit 112 can include suitable software and circuitry for permitting a user to play gaming applications that are received by them. Thus, a gaming unit can be any electronic device that can allow a user to play a gaming application, including individual components of a gaming system, such as a hand-held controller.

A gaming application can be any computer program that, when loaded and executed, can create a gaming environment on a gaming unit and that can cause various gaming actions to occur in response to a user's input. In addition, a gaming environment can be one or more elements that are capable of being displayed, heard and/or felt by a human that can create a setting to permit a user to participate in a gaming activity. The gaming environment may be a multimedia gaming environment. The term multimedia can refer to one or more stimulations that can be perceived by a human, including visual and auditory stimulations and those stimulations capable of being felt by a human.

As an example, the first gaming unit 110 and the second gaming unit 112 can be wireless communication devices, such as cellular telephones, two-way radios, personal digital assistants and the like. As such, the system 100 can also include a communications network 114, which can transmit wireless signals to and receive wireless signals from the first gaming unit 110 and the second gaming unit 112. Of course, the first gaming unit 110 and the second gaming unit 112 can be designed to communicate with one another without the assistance of a communications network. Moreover, the first gaming unit 110 and the second gaming unit 112 can be connected to the communications network 114 through a hard-wired connection, if such an arrangement is desired. In addition, any suitable number of communications networks 114 can be used to implement the invention.

In view of the ability of the first gaming unit 110 and the second gaming unit 112 to communicate with one another, the gaming units 110, 112 can be part of a multi-player gaming environment. For example, users of the first gaming unit 110 and the second gaming unit 112 can participate in a single gaming session in which inputs by both users may affect the operation and outcome of the gaming session. As will be explained below, these inputs may also affect the operation of a power source or some other accessory coupled to the first gaming unit 110 or the second gaming unit 112.

The gaming applications can be loaded into the first gaming unit 110 and the second gaming unit 112 during assembly, for example, or can be downloaded from another computing system. Moreover, the first gaming unit 110 and the second gaming unit 112 can receive gaming cartridges (not shown) that can be programmed with one or more gaming applications. To facilitate the downloading of gaming applications, the system 100 can include a database 116 or some other machine readable storage that can be used to store gaming applications. The database 116 can be coupled to the communication network 114 through, for example, the Internet. Gaming applications can be transferred from the database 116 to the communication network 114 through the Internet. From there, the gaming application can be downloaded to the first gaming unit 110 and/or the second gaming unit 112.

Referring to FIG. 2, an example of a block diagram of the first gaming unit 110 is shown. Many, if not all, of the components shown in his drawing are applicable to the second gaming unit 112. The first gaming unit 110 can include a processor 118, a user interface section 120, a transceiver section 122, a memory 124 and a power source 126 (see also FIG. 1). The user interface section 120, the transceiver section 122, the memory 124 and the power source 126 can be coupled to the processor 118. In addition, the power source 126 can provide power to the components of the first gaming unit 110.

In one arrangement, the user interface section 120 can include a keypad 128, a keypad interface 130, a display 132, a display driver 134, a speaker 136, an audio driver 138, a microphone 140 and a vibrator 141. The keypad 128 can accept input from a user, and the keypad interface 130 can be coupled to the keypad 128 and the processor 118. In one particular arrangement, the keypad 128 can include a navigation key 129, which can permit a user to navigate through menus displayed on the display 132, for example.

The display 132 can display to a user any suitable type of imagery, and the display driver 134 can be coupled to the display 132 and the processor 118. In one embodiment, the display 132 can be a touch-screen display for accepting user input, if the display 132 has suitable software and circuitry for doing so. The speaker 136 can broadcast audio, and the audio driver 138 can be coupled to the speaker 136 and the processor 118. Additionally, the microphone 140 can receive audio signals and can transfer them to the processor 118 for further processing. The vibrator 141, when signaled by the processor 118, can generate vibrations intended to be felt by a user of the gaming unit 110.

In another arrangement, the transceiving section 122 can include a transmitter 142, a receiver 144, a transmitter/receiver (TX/RX) switch 146 and an antenna 148. The transmitter 142 and the receiver 144 can both be coupled to the processor 118 and the TX/RX switch 146. The TX/RX switch 146 can be coupled to the processor 118, and the antenna 148 can be coupled to the TX/RX switch 146.

Through the transmitter 142, the receiver 144, the TX/RX switch 146 and the antenna 148, the gaming unit 110 can transmit and receive wireless communications signals—such as voice and/or data signals—in a manner well known to those of skill in the art. For example, when receiving signals, the processor 118 can control the TX/RX switch 146, which can permit signals being received by the antenna 148 to pass to the receiver 144. As is known in the art, the receiver 144 can convert and demodulate these signals for further processing. When the gaming unit 110 is transmitting signals, the processor 118 can set the TX/RX switch 146 to permit the transmitter 142 to transmit communications signals though the antenna 148. Of course, the transceiving section 122 can be configured in any other suitable fashion.

The memory 124 can be used to store virtually any type of data, which the processor 118 can retrieve. As an example, the memory 124 can be used to store gaming applications, which can be, for example, loaded in the memory 124 when the gaming unit 110 is manufactured or downloaded from a suitable communication network at a later date. The memory 124 can be a permanent part of the first gaming unit 110; the memory 124 may also be a removable memory unit, such as a gaming cartridge.

The power source 126, as noted earlier, can provide power to the gaming unit 110. As an example, the power source 126 can be one or more rechargeable or disposable batteries. The power source 126 may also be an external power source, such as a charger that converts AC input power to a DC output current. Those of skill in the art, however, will appreciate that other suitable components can serve as the power source 126, including solar cells, manually operable mechanisms (e.g., a hand crank) and fuel cells. In one arrangement, the power source 126 can include a processor 150, a memory 152, a safety circuit 154, a switch 156, a thermistor R_(T), a sense resistor R_(S), one or more cells 158 and one or more contacts 160.

The processor 150 can receive inputs from the sense resistor R_(S), the memory 152 and the thermistor R_(T). The processor 150 and the processor 118 can combine to form a processing unit 162. When discussing the operation of the invention, it is to be noted that when the processor 118 or the processor 150 is referenced, such an occurrence may also refer to the processing unit 162 where appropriate. The term processing unit, however, can include any suitable number of processors, including just one.

As those of skill in the art will appreciate, the processor 150 can monitor the flow of current from the power source 126 by monitoring the inputs from the sense resistor R_(S). This current can be fed to a bus 164, which can distribute power to the components in the gaming unit 110. The processor 118 can also monitor the incoming current through an input from the bus 164. As those of skill in the art will also appreciate, the processor 118 and the processor 150 can monitor the temperature of the power source 126 through inputs from the thermistor R_(T).

The cells 158 can be the part of the power source 126 that actually supplies the power to the gaming unit 110. These cells 158 can be coupled to the switch 156, which can control the flow of current from the cells 158. In one arrangement, the switch 156 can include an overvoltage field effect transistor (OVFET) 166 and an undervoltage field effect transistor (UVFET) 168. The safety circuit 154 can monitor the voltage of the power source 126 and can turn off the OVFET 166 if the voltage is too high or can turn off the UVFET 168 if the voltage is too low. In one particular arrangement, the processor 150 can be coupled to the gate of the UVFET 168. As a result, the processor 150, based on certain events, can control the flow of current to the gaming unit 110 by turning off the UVFET 168. Of course, other configurations can be employed to permit the processor 150 to control the operation of the power source 126.

In addition, the memory 152 can be a programmable memory, and the processor 118 or the processor 150 can write data to or read data from the memory 152. For example, the memory 152 can be an electrically erasable programmable read only memory (EEPROM). Of course, any other suitable type of memory can be implemented here.

As explained earlier, a user of the gaming unit 110 can play, for example, a video game on the gaming unit 110. In one arrangement, the processor 118 can monitor the user's performance in this gaming environment. Depending on the user's performance, the processor 118, as an example, can adjust one or more settings in the memory 152 of the power source 126. These adjustments can alter the operation of the power source 126. For example, the adjustments can cause the flow of current to the gaming unit 110 to be stopped for a certain amount of time or reinitiated. Examples of this process will be presented below.

It is understood that the invention is not limited to the gaming unit 110 shown in FIG. 2, as other configurations may be acceptable. Moreover, although the gaming unit 110 is described mainly in terms of interaction with a power source, other suitable components can be used with the gaming unit 110. For example, different accessories, such as headsets, can be coupled to and used with the gaming unit 110. Adjustments based on a user's performance in a gaming environment to alter the operation of these additional components can also be performed.

Referring to FIG. 3, a method 300 for selectively controlling the operation of a power source or some other component is shown. To describe the method 300, reference may be made to FIGS. 1 and 2, although the method 300 can be practiced in other situations using any other suitable devices or systems. Moreover, the method 300 is not limited to the particular steps that are shown in FIG. 3 (or FIG. 4) or to the order in which they are depicted. The inventive method 300 may also include a fewer number of steps as compared to what is shown in FIG. 3 (and FIG. 4).

At step 310, the method 300 can begin. At step 312, a power source (or some other component) can be coupled to a first gaming unit, and at step 314, a gaming environment can be provided in the first gaming unit. In addition, at step 316, the user's performance in the gaming environment can be monitored.

For example, referring to FIG. 2, the power source 126 can be coupled to the first gaming unit 110, and the power source 126 can provide power to the first gaming unit 110. Through the user interface section 120, the gaming unit 110 can provide a gaming environment in accordance with well-known principles. In particular, the visual aspect of a game can be displayed on the display 132, and the audio aspect can be broadcast over the speaker 136. Additionally, the vibrator 141 can generate any vibrational effects that are associated with the game. A user can use the keypad 128, for example, to cause certain elements of the gaming environment to change. For example, a user can cause a game character to move in a certain direction at a particular speed. The gaming environment can be based on any suitable game that can be played on the gaming unit 110. It is understood that providing a gaming environment in a gaming unit can also include the process of receiving input from a user using a hand-held controller and altering a gaming environment based on this input.

While the user of the gaming unit 110 is engaged in the gaming environment, the processor 118 can monitor his/her progress in that environment. For example, the processor 118 can determine when the user has successfully completed a difficult level in the gaming environment or if the user has performed poorly in a particular stage. As a more specific example, the processor 118 can determine that a gaming character that is assigned to the user, such as a soldier on a secret mission, has completed his objective or has suffered extensive damage, like a fatal injury.

Referring back to the method 300 of FIG. 3, at step 318, a power capacity of the power source can be selectively controlled in response to the user's performance in the gaming environment. At step 320, the power capacity can be a perceived power capacity, and the power capacity can be selectively controlled by increasing or decreasing the perceived power capacity of the power source. In addition, at step 322, the power source can include a programmable memory, and the selectively controlling step can include recording in the programmable memory the perceived power capacity that is based on the user's performance in the gaming environment. The perceived power capacity can produce a cutoff threshold, and the power source can be disabled when an actual power capacity of the power source reaches the cutoff threshold, as shown at step 324.

Referring to FIG. 2, as an example, the processing unit 162, i.e., the processor 118 and the processor 150, can selectively control a power capacity of the power source 126. This control can be based on the user's performance in the gaming environment of the gaming unit 110. For example, the power source 126 can be a rechargeable battery that has a power capacity, such as a milliamp per hour (mAH) rating. This power capacity can be referred to as an actual power capacity, and the actual power capacity can decrease as the charge on the power source 126 decreases. For purposes of this example, we can assume that the power source 126 can have a rating of 1,000 mAH when fully charged. It can also be assumed that the power source 126 is fully charged in the examples described below. This rating can be part of the data that is stored in the memory 152 of the power source 126.

Based on the user's performance in the gaming environment, the processing unit 162 can control another power capacity of the power source 126, which can be referred to as a perceived power capacity. That is, a power capacity that is different from the actual capacity can be stored in the memory 152, and the processing unit 162 can adjust this power capacity in view of certain events. Initially, this perceived power capacity can be equal to the actual power capacity of the power source. As the user plays the game, however, the perceived power capacity can be increased or decreased based on the user's performance in the game. These adjustments can also be recorded in the memory 152. The user can also be made aware of the value of the perceived power capacity through any suitable component of the user interface section 120, like the display 132 or the speaker 136.

In particular, if a user performs poorly or his gaming character suffers from an injury, the processor 118 can adjust the perceived power capacity value stored in the memory 152 by decreasing it. For example, the perceived power capacity, which can have an initial value of 1,000 mAH, can be reduced by roughly 200 mAH to 800 mAH if a user's gaming character is injured or if some other undesirable event in the gaming environment occurs.

Conversely, if the user performs well or some other favorable event happens, the processor 118 can adjust the perceived power capacity by increasing it to a higher value. In this example, the processor 118 can record in the memory 152 that the perceived power capacity is now 900 mAH. If the user does well enough to where the perceived power capacity once again reaches 1,000 mAH (or the current value of the actual power capacity) and the user has earned additional power capacity, the processor 118 can record in the memory 152 that the perceived power capacity has a credit.

If the perceived power capacity drops below 1,000 mAH (or the current value for the actual power capacity) again, the processor 118 can adjust the value for the perceived power capacity by adding the perceived power capacity credit. These perceived power capacity credits can be stored for later redemption for another gaming session or environment. In addition, the availability of these perceived power capacity credits can be limited, based on factors such as time or the number of gaming sessions. The perceived power capacity may or may not begin at 100 percent; it may start at a lower value, even for a new power source 126.

In one arrangement, the perceived power capacity can have an upper limit that is equal to the actual power capacity. This upper limit can track the actual power capacity of the power source 126 as the power source 126 loses its charge. It is also understood that any information relating to power capacity, whether actual or perceived, can be recorded in other suitable components, such as a subscriber identity module (SIM) card. If a user transfers a SIM card to another gaming unit, the data recorded in the SIM can set the gaming conditions in the new gaming unit.

In accordance with an embodiment of the inventive arrangements, the perceived power capacity can produce a cutoff threshold. When the actual power capacity of the power source 126 reaches this cutoff threshold, the processing unit 162 can disable the power source 126. The cutoff threshold can be the difference between the actual power capacity and the perceived power capacity. For example, if the perceived power capacity has decreased to 800 mAH, this drop can represent that the perceived power capacity of the power source 126 is 200 mAH less than the actual power capacity when the power source 126 is fully charged, i.e., 1,000 mAH. Thus, this drop in the perceived power capacity can generate a cutoff threshold of 200 mAH, as opposed to the actual cutoff threshold of 0 mAH.

The processor 150 can monitor the adjustments in the perceived power capacity and the flow of current through the sense resistor R_(S) inputs. By monitoring the current flow, the processor 150 can determine the actual power capacity of the power source 126. When the actual power capacity of the power source 126 reaches the cutoff threshold, the processor 150 can turn off the UVFET 168, which can disable the power source 126. By disabling the power source 126, the gaming unit 110 can also be disabled. In this manner, an additional effect of a game can be created by controlling the operation of the power source 126.

When this disabling event occurs, the user may reinitiate the gaming application by turning on the gaming unit 110. The user can then reenter the gaming environment and can continue playing the gaming application. When the power source 126 is disabled, the processor 150 can, for example, set a bit or flag in the memory 152 to prevent the user from accessing the gaming application for a set amount of time. During this time, the processor 150 can continue to keep the UVFET 168 turned off, which can prevent the user from reinitiating the gaming application, even if he turns on the gaming unit 110. Once this time period expires, the processor 150 can turn on the UVFET 168, and the user may play the gaming application.

Referring to the method 300 of FIG. 4, at step 326 (through jump circle A), the power source can also be temporarily disabled in response to a predetermined event in the gaming environment. Further, the selective control of the power source can be restricted to a time when the first gaming unit is actively operating the gaming environment.

For example, referring once again to FIG. 2, if a gaming character assigned to a user of the gaming unit 110 experiences some form of severe injury, the processor 118 can decrease the perceived power capacity to a value of 0 mAH. This drop can cause the actual power capacity to match the cutoff threshold. In response, the processor 150 can turn off the UVFET 168, which can disable the power source 126.

In accordance with an embodiment of the inventive arrangements, this disabling of the power source 126 can be for a predetermined amount of time. Specifically, the processor 118 can, for example, set a bit or flag in the memory 152 that indicates that the disabling of the power source is to be temporary. The processor 150 can detect this event and can shut off the UVFET 168 for a time of, for example, two minutes. Once the predetermined amount of time has lapsed, the processor 118 can automatically turn on the UVFET 168 and the power source 126 can be enabled again. The user of the gaming unit 110 can then continue the gaming application. This temporary disablement of the power source 126 can be based on a predetermined event in the gaming environment, such as when the user's gaming character commits an infraction or takes some other egregious action or is inflicted with a certain type of damage.

In another arrangement, the selective control of the power source 126 (or other suitable component) can be limited to the time when the gaming unit 110 is actively operating the gaming environment. Thus, if the user disengages from the gaming environment and begins using other applications, the processing unit 162 can ignore the perceived power capacity. The gaming unit 110 can enter a conventional operation in which the safety circuit 154 disables the power source 126 by shutting off the UVFET 168 when the actual power capacity reaches the normal shutoff threshold. Additionally, if a user turns on the gaming unit 110 after the power source 126 has been disabled based on the perceived power capacity, the processing unit 162 can avoid the process of keeping the power source 126 disabled if the user enters another application. As a result, a user of the gaming unit 110 may still be able to make phone calls or access information stored in the gaming unit 110.

Referring back to the method 300 of FIG. 4, at step 330, the first gaming unit can be part of a multi-player gaming environment. Adjustments in the power capacity of the power source can be communicated to a second gaming unit in which the second gaming unit can be part of the multi-player gaming environment. At step 332, the second gaming unit can have a power source, and power capacity credits can be exchanged between the first gaming unit and the second gaming unit. The power capacity of the power source of the first gaming unit and the second gaming unit can be modified in response to the exchanging of power capacity credits, as shown at step 334. The method 300 can end at step 336.

Referring back to FIGS. 1 and 2, as previously described, the first gaming unit 110 and the second gaming unit 112 can be part of a multi-player gaming environment. Thus, a gaming environment can also be provided at the second gaming unit 112, if so desired. As is known in the art, user inputs received at the first gaming unit 110 can affect the gaming environment of the second gaming unit 112, and vice-versa, if these gaming units 110, 112 are in a multi-player gaming environment. Such a scenario is common where two opponents are pitted against one another in a multi-player gaming environment. Other users may also participate in this setting.

As is known in the art, one or more participants in multi-player settings may be able to access information about one or more of the other players. In one arrangement, the first gaming unit 110, through its transceiving section 122, can transmit information about the user of the gaming unit 110 and the attributes of the gaming unit 110 to the second gaming unit 112 through the communication network 114. This information can include a user name and that user's particular specialties relating to the gaming environment, for instance. Access to this information may be restricted based on certain attributes.

As another example, the first gaming unit 110 can also transmit to the second gaming unit 112 or any other unit the perceived power capacity of the power source 126. Other gaming units, including the second gaming unit 112, can transmit their perceived power capacities to the first gaming unit 110 or any other gaming unit. The players can be made aware of these perceived power capacities through any suitable user interface, like the display 132. As such, a player can take action to try and disable another player's power source, if so desired.

Because they may be aware of each other's perceived power capacities, the players in a multi-player gaming environment can exchange power capacity credits. For example, the second gaming unit 112 can have a power source 126, and this power source 126 may also have a perceived power capacity. The user of the second gaming unit 112 may notice that the power source 126 of the first gaming unit 110 has a low value for its perceived power capacity. The user of the second gaming unit 112, however, may wish to keep the user of the first gaming unit 110 involved in the multi-player gaming environment.

The user of the second gaming unit 112 can transfer a power capacity credit over the communications network 114, for example, which can be received at the transceiving section 122 of the first gaming unit 110. The processor 118 can transfer this received credit to the memory 152 of the power source 126, which can increase the value of the perceived power capacity for the first gaming unit 110. In addition, a processing unit (not shown) in the second gaming unit 112 can decrease (or even increase) the perceived power capacity of the power source 126 of the second gaming unit 112 by an equivalent amount or some other suitable percentage. An exchange system can be employed in this process. For example, a user receiving a power capacity credit may have a portion of that credit deducted to account for his performance that required such as transfer.

This process can occur between any suitable number of gaming units in which perceived power capacities for gaming units that take part in the exchange of power capacity credits are modified. In addition, power capacity credits can be exchanged over any other suitable communication network, including the Internet. Players may even purchase additional power capacity credits, such as from a Web site.

Even though the invention has been described primarily in terms of a power source, it is not limited in this regard. That is, events in the gaming environment can affect other suitable components, including accessories like headsets or an attachable keypad. As an example, when a user of a gaming unit performs poorly, the gaming unit can degrade the performance of one or more accessories coupled to the gaming unit. For instance, the gaming unit can inject white noise into the audio channel(s) for a headset or cause snow to be displayed on a display. If the user continues to do poorly, these accessories (or other components) can be shut off. Conversely, if the user performs well or improves, the operation of the accessories or other components can be improved (or it may not be negatively affected at all).

The present invention can be realized in hardware, software or a combination of hardware and software. Any kind of computer system or other apparatus adapted for carrying out the methods described herein are suitable. A typical combination of hardware and software can be a mobile communication device with a computer program that, when being loaded and executed, can control the mobile communication device such that it carries out the methods described herein. The present invention can also be embedded in a computer program product, which comprises all the features enabling the implementation of the methods described herein and which when loaded in a computer system, is able to carry out these methods.

While the preferred embodiments of the invention have been illustrated and described, it will be clear that the invention is not so limited. Numerous modifications, changes, variations, substitutions and equivalents will occur to those skilled in the art without departing from the spirit and scope of the present invention as defined by the appended claims. 

1. A method for selectively controlling the operation of a power source, comprising the steps of: in a first gaming unit, providing a gaming environment; monitoring a user's performance in the gaming environment; and selectively controlling a power capacity of the power source in response to the user's performance in the gaming environment.
 2. The method according to claim 1, wherein the power capacity is a perceived power capacity and wherein the selectively controlling step comprises at least one of increasing and decreasing the perceived power capacity of the power source.
 3. The method according to claim 2, wherein the power source includes a programmable memory and the method further comprises the step of recording in the programmable memory a perceived power capacity that is based on the user's performance in the gaming environment.
 4. The method according to claim 2, wherein the perceived power capacity produces a cutoff threshold and the method further comprises the step of disabling the power source when an actual power capacity of the power source reaches the cutoff threshold.
 5. The method according to claim 1, further comprising the step of temporarily disabling the power source in response to a predetermined event in the gaming environment.
 6. The method according to claim 1, wherein the first gaming unit is part of a multi-player gaming environment, and the method further comprises the step of communicating adjustments in the power capacity of the power source to a second gaming unit, wherein the second gaming unit is part of the multi-player gaming environment.
 7. The method according to claim 6, wherein the second gaming unit has a power source and the method further comprises the steps of: exchanging power capacity credits between the first gaming unit and the second gaming unit; and modifying the power capacity of the power source of the first gaming unit and the second gaming unit in response to the exchanging step.
 8. The method according to claim 1, further comprising the step of restricting the selectively controlling step to a time when the first gaming unit is actively operating the gaming environment.
 9. The method according to claim 3, wherein the gaming unit is a wireless communication device, the power source is a rechargeable battery and the programmable memory is an electrically erasable programmable read only memory.
 10. A method for selectively controlling the operation of an accessory, comprising the steps of: in a gaming unit, providing a gaming environment; coupling the accessory to the gaming unit; monitoring a user's performance in the gaming environment; and selectively controlling the operational characteristics of the accessory in response to the user's performance in the gaming environment.
 11. A system for selectively controlling the operation of a power source, comprising: a user interface section that provides a gaming environment; a power source, wherein the power source provides power to the user interface section; and a processing unit, wherein the power source also provides power to the processing unit and the processing unit is programmed to: monitor a user's performance in the gaming environment; and selectively control a power capacity of the power source in response to the user's performance in the gaming environment.
 12. The system according to claim 11, wherein the power capacity is a perceived power capacity and wherein the processing unit is programmed to selectively control the power capacity of the power source by at least one of increasing and decreasing the perceived power capacity of the power source.
 13. The system according to claim 12, wherein the power source includes a programmable memory and the processing unit is further programmed to record in the programmable memory a perceived power capacity that is based on the user's performance in the gaming environment.
 14. The system according to claim 12, wherein the perceived power capacity produces a cutoff threshold and the system further comprises a switch for controlling power output from the power source, wherein the switch disables the power source when an actual power capacity of the power source reaches the cutoff threshold.
 15. The system according to claim 11, further comprising a transceiving section, wherein the user interface, the power source, the processing unit and the transceiving section are part of a first gaming unit, wherein the first gaming unit is part of a multi-player gaming environment and the transceiving section communicates adjustments in the power capacity of the power source to a second gaming unit, wherein the second gaming unit is part of the multi-player gaming environment.
 16. The system according to claim 15, wherein the second gaming unit has a power source and wherein the first gaming unit and the second gaming unit exchange power capacity credits between one another and modify the power capacity of the power source of the first gaming unit and the second gaming unit in response to the exchange of power capacity credits.
 17. The system according to claim 11, wherein the processing unit is further programmed to selectively control the power capacity of the power source only when the first gaming unit is actively operating the gaming environment.
 18. The system according to claim 13, wherein the user interface, the power source and the processing unit are part of a wireless communication device, the power source is a rechargeable battery and the programmable memory is an electrically erasable programmable read only memory.
 19. A power source, comprising: at least one cell, wherein the cells provide power to a gaming unit; a memory, wherein the memory stores a power capacity of the power source and the power capacity is set by a processor of the gaming unit based on a user's performance in a gaming environment of the gaming unit; and a switch coupled to the cells, wherein the switch selectively controls the output of the cells based on the setting of the power capacity in the memory. 